Building a complex procedural generation system requires analyzing your problem and creating a strategy for solving it. Explore tactics and strategies for placing points on a square.
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Strategy without tactics is the slowest route to victory. Tactics without strategy are the noise before defeat.
So far we’ve been looking at low-level topics like how to use—and get the most from—random()
and noise()
. In the chapter, the focus is on the high-level structure of a program. To create more complex systems you must develop a clear understanding of your goal and create a plan to achieve that goal, divide that plan into sub-problems (decomposition), and create code to solve those sub-problems (implementation).
When planning and coding a project, I tend to think in terms of strategies and tactics.
Strategies are high-level plans for achieving your unique, broad goals. Because strategies are specific to their goals they are not highly reusable.
Strategies are composed of tactics.
Tactics are low- to mid-level concrete approaches to solving common problems. Tactics can include common algorithms, data structures, design patterns, and other reusable components. Tactics correspond to common problems and are highly reusable.
Tactics are composed of smaller tactics and primitives.
Primitives are the programming building blocks provided by your language and libraries. These include control structures like loops and functions and built-in data types like variables, objects, and arrays. They may also include more complex tasks like rect()
and random()
when the complexity is encapsulated and you don’t have to think about how they work internally to use them.
Primitives are atomic: they are the smallest units of composition and are not further broken down.
If you are already familiar with the idea of design patterns, my use of the term tactics will sound familiar. The book Design Patterns: Elements of Reusable Object-Oriented Software largely popularized design patterns, and describes them as “descriptions of simple and elegant solutions to specific problems in object-oriented software design” and notes that that “point of view affects one’s interpretation of what is and isn’t a pattern.”
I am using the term tactics to talk broadly about reusable approaches to solving recurring coding problems and tasks. Design patterns would fall into this category, as would smaller and larger ideas that others may not think of as patterns.
Becoming familiar with common tactics and being able to recognize the problems they solve is critical to creating more complex code. Tactics are powerful and useful because they are reusable and composable: the problems they solve appear over and over in a variety of contexts and you can combine tactics in different ways to solve different problems.
The trick is recognizing the abstract similarities between problems.
For example, compare this code that animates a bouncing ball:
to this code that “bounces” the color of a ball:
These two programs produce different effects, but structurally they are almost identical. The two problems have a similar “shape” and we can use a common tactic to solve them both. We could call this common tactic “bounce”. Bounce is fairly simple, but we can break it down further as a composition of smaller common tactics:
These tactics are all common in physics simulation and they all have established names. In other cases, you will find some tactics have several names and other tactics don’t have names at all. Naming tactics is helpful when communicating with other programmers about your code, but the most important thing is to recognize their essential structures.
Tactics can range from very simple—like using the average of two random()
calls to center bias the result—to complex—linear congruential generators, noise generation, Brownian motion, L-systems, neural nets, turtles, Markov chains, Poisson-disc sampling, particle systems, fractals, meta-balls. We’ve seen some of these already and will explore others in the course of this class.
In this chapter, we’ll examine some tactics for a very common problem in procedural generation: arranging points on a square.
Consider the image below. How might you make something like this?
Many procedural systems have to answer a fundamental question: Where should I put things?
This problem shows up all the time: putting trees on an island, putting beads of water on glass, putting scratches on a spaceship. In these situations, it is important to control the placement carefully to achieve an appropriate look. Trees tend to grow in groups and in certain areas where the conditions are right. They don’t tend to grow at high altitudes, in the water, or where there is no rain. Beads of water don’t overlap because when beads of water touch, they join into a bigger bead instead. A spaceship will have more scratches on raised, exposed parts that are more likely to collide with debris. Each situation has different requirements, and depending on your approach, you can determine how planned, chaotic, random, natural, or mechanical the placement feels.
The problems above are all specific instances of the general problem of arranging points. Below we’ll look at several tactics for placing and moving points on a square. These tactics can be combined in different ways to generate a wide variety of arrangements. These tactics can help with planting trees, beading water, or scratching up a spaceship. They could be adapted to arranging points on lines, filling cubes, or arranging events in time. You can find applications for these tactics in all areas of procedural generation any time you have things that need to be arranged.
Analyze each of the examples below. Carefully consider their similarities and differences.
If we want points arranged on a square, we’ve got to start by creating some points and assigning them initial positions. There are many, many ways to go about this: here are five relatively simple but powerful tactics.
Place each point at a random location on the square.
x = random() * width;
y = random() * height;
This is a quick, effective, and straightforward way to lay points down. In theory, since the placement is random, all of the points might be placed in a clump or on one half of the square. In practice, the points are mostly evenly distributed over the plane, with some clumps and some sparse areas. Random placement isn’t usually very pretty.
Place points on grid squares. One way to do this is a nested loop. This approach provides a perfectly even, mechanical distribution.
for (row = 0; row < grid_rows; row++) {
for (col = 0; col < grid_cols; col++) {
x = (row + .5) / grid_rows * w;
y = (col + .5) / grid_cols * h;
...
}
}
Place each point at a location determined by a noise lookup.
// loop with _i_
x = noise(i * frequency, 0) * w;
y = noise(i * frequency, 1000) * h;
low-frequency sampling
high-frequency sampling
Place points randomly, but reject a point if it is too close to an existing point or too far from all existing points. In the example below, three points have already been placed and a fourth point is about to be added. Three possible locations are shown. One is too close and one is too far, so they are rejected. The third location is okay, and a point is added at that location.
This method scatters points evenly across the square, but without the clumps and sparse patches produced by simple random placement. The results can take longer to place dots in this way if you are not careful but the results are prettier.
proximity cull
random placement
Poisson-disc sampling is a common and efficient algorithm for quickly achieving this effect.
Create predefined arrangements of points by hand or generatively. Copy these arrangements onto different locations.
This technique allows mixing of handmade and procedural design.
This tactic is used for map generation in many rogue-lite video games, which create random layouts of hand-designed rooms.
These tactics can be used to move existing points. Many effects can be created by combining these with the placement tactics above if in different ways.
Given a set of points, offset the location of each point by a random amount. This is often used to “roughen up” a rigid arrangement like grid placement produces.
x = x + random();
y = y + random();
Displace each point by an amount determined by a noise lookup.
x = x + noise(x * scale, y * scale) * amount;
y = x + noise(x * scale, y * scale, 1000) * amount;
Find pairs of points that are near each other. Move them towards or away from each other by a small amount. This technique is often applied several times in a row with very small movements, which avoids the problem of pushing a point away from one point, but into another.
Sample noise based on the location of the point. Use the sampled value to determine if the point should be culled (discarded).
In the example above, points are removed if the corresponding noise value is too low. This results in patches or islands of dots.
What tactics might have been used to get each result below?
Place | Move |
---|---|
Random Placment | Random Displacement |
Noise Placment | Noise Displacement |
Grid Placment | Relaxation Displacement |
Proximity Cull | Noise Cull |
Stamp Placement |
This code implements the tactics described above, and demonstrates the effect of combining the tactics in different ways.
This example places dots on a grid using a nested loop. This is a very common and reusable tactic in generative coding, and is well worth studying until you understand it completely.
This example places 100 dots at random positions. This is a simple starting point that can be adjusted and tuned in many ways.
Like the Basic Grid Placement example above, this example places dots on a grid. Rather than drawing immediately, this example stores the locations as an array of simple data objects [{x: ?, y: ?}, {x: ?, y: ?}, ...]
and draws them separately. This allows the code to separate concerns—placing and drawing—and is a better foundation for multistep, iterative, and interactive effects.
Explore this chapter’s example code by completing the following challenges.
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noLoop()
. Does this introduce any problems? ••
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••
•••
noLoop()
. Does this introduce any problems? ••
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noLoop()
. Why? ••
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draw()
frame, move the snowmen a random step left, up, right, or down. •••
When designing a procedural generation system there are several properties to consider. The following properties are discussed in Chapter 1 of Procedural Content Generation in Games.
This is the last chapter of the “Foundation” section. The challenges in the chapters so far—random, noise, parameters—have been open-ended. They suggested general themes, but left the specifics up to you.
The challenges this week are much more specific, challenging you to recreate a specific effect. Recreating existing effects presents different challenges than open-ended sketching, and forces you to contend directly with any problems you run into. Both this type of work and open-ended exploration are good ways to study creative coding and mixing them is particularly effective.
Solving these two challenges will require strategic planning:
Random Points on a Sphere Interactive Demo Short and simple interactive demo of three strategies for placing points on a sphere. Don’t forget to drag the spheres!
Leena’s Inception Overworld Overview Design Essay A description of the strategy used to create the main map in Lenna’s Inception, with comments on the map creation in Spelunky and The Binding of Issac.
Game Programming Patterns Online Book An online book that looks at many of the most common design patterns (tactics!) used in game programming.
Game Maker’s Toolkit How (and Why) Spelunky Makes its Own Levels Overview of the Spelunky level generator from a technical and critical perspective.
Darius Kazemi Spelunky Mod Darius Kazemi has created a mod of the original Spelunky that runs in the browser and visualizes level generation.
Casey MuratoriThe Color of Noise A discussion of placing plants that touches on “white noise”, “blue noise”, Poisson Disk sampling, performance + complexity, recognizing reusuable patterns,and the real, messy development process.